Multiple dice rolling game

ABSTRACT

A method of playing a multiple dice rolling game includes the steps of: providing a set of dice each having a predetermined number of sides and a predetermined number of different indica marked on the sides respectively; rolling the dice by a player wherein the indicia on the side which is facing up of each of the dice stands as a playing mark of the respective die; selecting and setting aside at least one of the rolled dice as a playing die while the playing mark of the playing die is to be used to form a playing hand; rolling the remaining dice by the player and selecting at least another one of the dice to set aside; repeatedly rolling the remaining dice until all of the dice are selected and set aside; and forming a complete hand with all of the playing dice.

CROSS REFERENCE OF RELATED APPLICATION

[0001] This application is a continuation-in-part application of anon-provisional application, application Ser. No. 09/809,387, filed Mar.15, 2001.

BACKGROUND OF THE PRESENT INVENTION

[0002] 1. Field of Invention

[0003] The present invention relates to a dice game, and moreparticularly to a method of playing a multiple dice rolling game,wherein a plurality of dice are thrown to be interpreted as a hand ofmah-jongg.

[0004] 2. Description of Related Arts

[0005] Many mahjongg authorities use Chinese and Japanese terms to referto the names of the mah-jongg symbols and to the game itself. The nameMAH-JONGG (with the hyphen and double “G”) was trademarked by JosephPark Babcock in 1920 but has apparently been abandoned. A search for thetrademark via the U.S. Electronic Search System website(http://www.uspto.gov/) does not bring up Babcock's trademark. This andother spellings (with or without the hyphen or double “G”) are now incommon usage.

[0006] The following description refers to mahjongg symbols called “EastWind”, “South Wind”, “West Wind”, “North Wind”, “Green Dragon”, “RedDragon”, “Zero” (“White Dragon”), “Flower”, “Joker” “One Dot”, “TwoDot”, and “Three Dot”.

[0007] These symbols are represented respectively by the symbols “F”,“S”, “W”, “N”, “G”, “R”, “O”, “F”, ““J”, “1d” or simply “1”, “2d” orsimply “2”, and “3d” or simply “3”.

[0008] Mah-jongg uses numerous other symbols which are not seen on themain or preferred embodiment. The full mah-jongg set includes threesuits, which number from one to nine. In addition to the suit “Dots”,the full mah-jongg set also includes the suits of “Bams” and “Craks”.

[0009] In mah-jongg, poker, and other playing card games, certain cardswith special indicia are called wild cards or “jokers”. Game players mayby mutual agreement use such cards to represent any other card in theplaying deck at the holder's option. At one time, players of Americanmah-jongg used Flowers as wild tiles. Today, American players (and someAsian players) use both jokers and flowers. In a typical mah-jongg set,there are at least four or as many sixteen non-identical flowers.Today's American mah-jongg rules allow flowers to be used in the hand toform groups. Japanese players do not use flowers when playing mahjonggat all. In other forms of mah-jongg, flowers are bonus tiles not used inthe complete hand. The look of flowers differ greatly from one set toanother, as do Jokers and dragons.

[0010] In Asia, the tiles that Westerners call “Green, Red, and WhiteDragons” are referred to as “Fortune, Center, and White”. The name“dragon” is one that was given to this group of tiles by Babcock, anAmerican, and the name has stuck in the West.

[0011] Players of the American variant of mah-jongg have a special useof the White Dragon; it can be used as a “zero” in numericalcombinations on the American mah-jongg hands card. American players alsocall this tile “soap” because of its resemblance to a bar of soap. InJapan, white dragons are left blank; in most countries, a rectangulardesign marks this tile. Dragons and Winds are collectively referred toas “Honors”.

[0012] The goal of the game of mah-jongg (in all forms of the game) isto form a complete hand. There are about twenty varieties of mah-jonggin existing today. The definition of a complete hand can be varied. Mostforms of mahjongg (except the Taiwanese and Filipino varieties) define acomplete hand as being fourteen tiles (the complete Taiwanese andFilipino hands consist instead of seventeen tiles). Additionally, mostforms of mah-jongg (except the American, Taiwanese, and Filipinovarieties) define the usual complete hand as “four groups and a pair”(the American hand is instead defined by a card issued yearly by agoverning body).

[0013] A “qualifying group” as mentioned above may be one of two maintypes: “chows” (sequences of three, such as “1-2-3”) or “pungs” (threeidentical tiles, such as “1-1-1”). Chows are universal to all forms ofmah-jongg except the modem American game.

[0014] In most forms of mah-jongg, in addition to the usual “four groupsand a pair” hand structure, there are also other hand structurespossible: “Seven Pairs” and “Thirteen Unique” are two examples ofclassic hand patterns that do not adhere to the usual “four groups and apair” format. Western-style mah-jongg permits other specialcombinations, or qualifying groups, in the hand such as “NEWS” (one ofeach wind) and “Knitting” (in which identical numbers of different suitsmay be combined to form pungs). There is also a special qualifying groupsometimes used, called a “kong” (four identical tiles).

[0015] Mah-jongg sets sometimes include a single cubical die marked withwind symbols on four sides (and usually a red and green dragon on theremaining two sides). This cubical die has two usages in non-Americanforms of mah-jongg: (1) to be thrown by the players to determine seatpositions; (2) to be turned with one wind face-up so as to indicate the“prevailing wind” currently applicable in the game. Thus a common namefor this cubical piece is “the wind indicator.” In American mah-jongg,this wind indicator is used to indicate which of the four players that afifth player (“bettor”) thinks will win. Thus this piece is often calledthe “bettor” by players of American mah-jongg. Wind indicators (orbettors) come in a variety of forms; this cubical die is only onepossible form (not all mah-jongg sets include a cubical wind indicator;most include different kinds of wind indicators).

[0016] While it is conceivable to obtain or fashion a number of cubicalwind indicators and use them to play a poker-like game, such a gamewould be very limited. For example, using five identically-marked diceof this type to play “mah-jongg poker” would offer even fewer winingcombinations than could be attained by using five normal dice (markedone though six on each of the sides), since the winds and dragons haveno numerical values (thus straights are not possible with windindicators). Also, actual mah-jongg sets never contain more than foureach of any particular tile, thus a game played with five or morecubical wind indicators would violate a basic rule of most variant formsof mah-jongg.

[0017] Additionally, dice game have long been used to simulate the playof poker. Players commonly use several ordinary cubical dice, eachmarked with one to six points, to throw representations of poker hands.Ordinary dice are visually uninteresting, so dice with side markingsresembling playing cards (“poker dice”), have also been employed. Pokerdice may be cubical (six-sided) or they may have more than six sides.

[0018] For example, U.S. Pat. No. 614,524 to Yardley (1898) disclosedfive decahedral (10-sided) dice bearing full likenesses of playingcards. U.S. Pat. No. 645,112 to Mapes (1900) disclosed five dodecahedral(12-sided) dice, each side of which shows both numerical and suitattribute markings. U.S. Pat. No. 809,293 issued to Friedenthal (1906)disclosed five decahedral dice with suit and numerical attributemarkings. U.S. Pat. No. 1,419,056 to Kaufman (1922) disclosed a die inthe shape of a fourteen-sided polyhedron, marked only with numericalattributes and lacking suit attribute markings. U.S. Pat. No. 3,608,905to Edison (1971) disclosed five dodecahedral dice marked with suit andnumerical attributes and claims straight flushes. U.S. Pat. No.4,436,306 to Sanders (1984) discloses markings for eight numericalattributes combined with five suit attributes distributed over the sidesof five octahedral dice. U.S. Pat. No. 4,989,875 to Capy (1991)discloses octahedral (8-sided) dice marked with suit and numericalattributes in a manner to allow throwing straight flushes.

[0019] Although clever in concept, dice with eight, ten, twelve, orfourteen sides bearing playing cards indicia have historically neverachieved the popularity of classic six-sided (cubical) dice. Perhaps itis the unaccustomed appearance of the higher order polyhedral, or thefeel of such unfamiliar shapes in a player's hand, or perhaps it is therolling characteristics (resulting in a perception of insufficientrandomness).

[0020] Another disadvantage of dice with more than six sides is thatthey produce proportionately fewer exciting hands and are therefore lessentertaining, as shown in U.S. Pat. No. 5,125,660 issued to Stahl(1992), which disclosed five non-identical six-sided dice with suit andnumerical attribute markings. Whatever the reason, the vast majority ofpeople over the decades seem to clearly prefer cubical dice. In the end,though, playing cards are everyday objects that are inherently lessexotic and intriguing than mah-jongg tiles, and the five dice (whetherfive ordinary dice or five “poker dice”) used to play the game of “pokerdice” do not offer very many permutations.

SUMMARY OF THE PRESENT INVENTION

[0021] A main object of the present invention is to provide a method ofplaying a multiple dice rolling game, which is an entertaining new wayto mah-jongg.

[0022] Another object of the present invention is to provide a set ofmultiple dice rolling game, which comprises a plurality of dice eachhaving six sides marking with not only winds and dragons but also othermah-jongg symbols to provide a rich variety of kinds of mah-jongg hands.

[0023] Another object of the present invention is to provide a method ofplaying a multiple dice rolling game, wherein each die is markeddifferently from any other in the set, thus yielding a large number ofpossible combinations when thrown.

[0024] Another object of the present invention is to provide a method ofplaying a multiple dice rolling game for distributing the markings insuch a manner that the set of dice is capable of yielding every set offour die sides marked with the same mah-jongg symbol, that is four of akind, when the dice are thrown.

[0025] Another object of the present invention is to provide a set ofnon-identical dice, wherein each cubical die is an elegantly simple,familiar, popular and economically manufactured shape.

[0026] Another object of the present invention is to provide a method ofplaying a multiple dice rolling game for accomplishing the above witheight dice (eight being a nice compromise between five which are perhapstoo few for proper mah-jongg, and fourteen or seventeen which are moreusual for mah-jongg but are too many dice to hold in the hand at onetime).

[0027] Still further objects and advantages will become apparent from aconsideration of the ensuing description and drawings.

[0028] Accordingly, in order to accomplish the above objects, thepresent invention provides a method of playing a multiple dice rollinggame, which comprises the steps of:

[0029] (a) providing a set of dice each having a predetermined number ofsides and a predetermined number of different indica marked on saidsides respectively;

[0030] (b) rolling said dice by a player wherein said indicia on saidside which is facing up of each of said dice stands as a playing mark ofsaid respective die;

[0031] (c) selecting and setting aside at least one of said rolled diceas a playing die while said playing mark of said playing die is to beused to form a playing hand and said other non-selected dice are used asgame dice;

[0032] (d) rolling said remaining dice by said player, when there is oneor more remaining dice, and selecting at least another die of saidremaining dice to set aside, wherein said indicium on said side which isfacing up of said another die stands as said playing mark of saidanother die;

[0033] (e) repeating step (d) until all of said dice are selected andset aside; and

[0034] (f) forming a complete set of dice with all of said playing dice,wherein said playing marks of said playing dice form said playing hand.

[0035] The present invention further provides a set non-identical dicewhich comprises at least eight cubical dice each having six sides andsix different mah-jongg symbols marked thereon respectively, wherein themah-jongg symbols are represented as “One Dot”, “Two Dot”, “Three Dot”,“Green Dragon”, “Red Dragon”, “Zero” (“White Dragon”), “East Wind”,“South Wind”, “West Wind”, “North Wind”, “Flower”, and “Joker”;

[0036] By rolling the dice, a representive indicium is defined on a topside of each die in such a manner that by selecting and setting therepresenting indicia of the dice aside, a qualifying hand is formed bygrouping at least a predetermined sequence of the representing indiciaof the dice.

BRIEF DESCRIPTION OF THE DRAWINGS

[0037]FIG. 1 is a perspective view of eight dice to play a multiple dicerolling game with mah-jongg markings according to a preferred embodimentof the present invention.

[0038]FIG. 2 illustrates mah-jongg symbols marked on the dice to playthe multiple dice rolling game according to the above preferredembodiment of the present invention.

[0039]FIGS. 3A to 3H illustrate the distributions of mahjongg markingson the eight dice respectively according to the above preferredembodiment of the present invention.

[0040]FIGS. 4A to 4G illustrate winning sequences by using jokers of themultiple dice rolling game with mah-jongg markings according to theabove preferred embodiment of the present invention.

[0041]FIGS. 5A to 5G illustrate winning sequences without using jokersof multiple dice rolling game with mah-jongg markings according to theabove preferred embodiment of the present invention.

[0042]FIG. 6 is a flow chart of playing the multiple dice rolling gamewith mah-jongg markings according to the above preferred embodiment ofthe present invention.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENT

[0043] Referring to FIG. 7, a method of playing the multiple dicerolling game according to a preferred embodiment of the presentinvention is illustrated. The multiple dice rolling game forentertainment can be operated by one person or can be operated between agroup of players having at least two players. The method of the multipledice rolling game is basically an alternative of way to play mah-jonggusing at least five dice.

[0044] The method of playing the multiple dice rolling game comprisesthe steps of:

[0045] (a) providing a set of dice each having a predetermined number ofsides and a predetermined number of different indica marked on saidsides respectively;

[0046] (b) rolling said dice by a player wherein said indicia on saidside which is facing up of each of said dice stands as a playing mark ofsaid respective die;

[0047] (c) selecting and setting aside at least one of said rolled diceas a playing die while said playing mark of said playing die is to beused to form a playing hand and said other non-selected dice are used asgame dice;

[0048] (d) rolling said remaining dice by said player, when there is oneor more remaining dice, and selecting at least another die of saidremaining dice to set aside, wherein said indicium on said side which isfacing up of said another die stands as said playing mark of saidanother die;

[0049] (e) repeating step (d) until all of said dice are selected andset aside; and

[0050] (f) forming a complete set of dice with all of said playing dice,wherein said playing marks of said playing dice form said playing hand.

[0051] In step (a), each die has a predetermined number of sides and theindicia are marked thereon respectively. It is preferred that theindicia are represented as mah-jongg symbols. However, other symbols maybe substituted, such as poker symbols.

[0052] According to the preferred embodiment, each die 1-8, has themah-jongg symbol provided on each side wherein the mah-jongg symbolsprovided on the dice are represented as “One Dot” 87, “Two Dot” 88,“Three Dot” 89, “Green Dragon” 90, “Red Dragon” 91, “Zero” (“WhiteDragon”) 92, “East Wind” 93, “South Wind” 94, “West Wind” 95, and “NorthWind” 96 respectively, as shown in FIG. 2.

[0053] In step (b), to begin the game, the player, or each player (formultiple player games) rolls the dice in sequence, wherein the firsttime, each player must roll all the dice one by one or all at the sametime. The respective player carefully checks the display indicia of thedice in order to determine the winning sequence. In one alternative ofthe game, when the player rolls the dice the first time, if a winningsequence is displayed, the respective player automatically wins thegame.

[0054] It is worth mentioning that each player should use the samenumber of dice to play the game. Multiple players are able to share theeight dice to play the game while each player should mark down the scoreafter each time the respective player rolls the dice. Alternatively eachplayer may carry his or her own eight dice.

[0055] In step (d), after rolling the dice while the display indicia donot form the winning sequence, the respective player is able to selectone or more dice aside with the corresponding display indicia topotentially form the winning sequence.

[0056] Accordingly, for mah-jongg symbols, the group of the displayindicia represents as sequences of three, such as 1-2-3, which is called“chows,” three identical tiles, such as 1-1-1, which is called “pungs”,four identical tiles, such as 1-1-1-1, which is called “kong”, twoidentical tile, such as 1-1, which is called “pair”, one of each wind,such as East-South-West-North, which is called “NEWS”, and one of eachdragon called GR0.

[0057] For example, eight dice are rolled to provide the display indiciawhich are “One Dot”, “Red Dragon”, “North Wind”, “Two Dot”, Red Dragon”,“White Dragon”. “Three Dot”, and “Red Dragon” respectively. The playeris able to select the three dice with “Red Dragon” to form a group of“pungs” and other three dice with “One Dot”, “Two Dot”, and “Three Dot”respectively to form a group of “chows”. Therefore, six dice may beselected and set aside and the remaining two dice are left to re-roll instep (4).

[0058] In other words, in step (d), the respective player must roll thetwo remaining dice to form a group of “pair” so as to form the winningsequence of “pung-chow-pair” to win the game. It is worth mentioningthat the player is able to optionally keep one of the two remaining dicein step (d) so that the last dice must be rolled to form the “pair” soas to form a qualifying hand of winning sequence.

[0059] For enhancing the entertainment of the game, the indicia furthercontain a “Flower” mark 97 and a “Joker” mark 98. The Joker 98 acts as a“wild card” to selectively represent the “One Dot” 87, “Two Dot” 88,“Three Dof” 89, “Green Dragon” 90, “Red Dragon” 91, “Zero” (“WhiteDragon”) 92, “East Wind” 93, “South Wind” 94, “West Wind” 95, or “NorthWind” 96 in such a manner that when the Joker 98 shows on the displayindicia, the player is able to select the Joker with other correspondingdice to form any groups of “pungs”, “kong”, “pair”, “NEWS”, or “GR0”.

[0060] There are several ways that “Flower” 97 is adapted to be used atthe discretion of the players. For example, when the Flower 97 is shownup on the top side of a die, the respective player must roll the dieagain. In other words, the Flower 97 is not in the hand to form awinning sequence. In a first alternative, the Flower 97 is adapted to beused in the hand to form the pairs, pungs, or kongs. In a secondalternative, the Flower 97 acts as a wild card like the Joker 98, torepresent any of the other display indicia.

[0061] In order to end a round of the game, a player has rolled the diceand formed a qualifying hand of the winning sequence, or has rolled thedice for the maximum predetermined times and is unable to form acomplete hand.

[0062] The method of playing the multiple dice rolling game of thepresent invention further comprises the step of:

[0063] (f) Determining the winner of the game.

[0064] In step (f), the player or players are able to predefine a methodfor winning the game. In the preferred method of the multiple dierolling game the player to calculates the score for each round of gameby adding up the score of each round, such that a game winner has thehighest total score.

[0065] The present invention further provides a suggestion of a winningmethod by which a checklist of possible combinations of the indiciagroups, “pung,” “chow,” “kong,” “pair,” “NEWS,” and “GR0” must beachieved by completing several rounds of the multiple die rolling gamein order to be a game winner.

[0066] The present invention further provides a suggestion of a scoringmethod that contains a two part scoring system. Firstly, checking thegroups of the winning sequence to determine the points for the firstpart by adding up the points as follows:

[0067] Pair=1 point

[0068] Chow=2 points

[0069] GR0=2 points

[0070] NEWS=3 points

[0071] Pung=3 points

[0072] Kong=4 points

[0073] Then, triple and/or double the points in the first part accordingto other characteristics of the hand as follows:

[0074] Win on the 1st roll=Triple

[0075] Win on the 2nd roll=Double

[0076] All Winds=Double

[0077] All Dragons=Double

[0078] All Numbers=Double

[0079] No Joker=Double

[0080] Eight Unique=Double

[0081] It is worth mentioning that the score achieved in the second partof the scoring method is to triple the points in the first part beforedoubling them. For example, the winning player has a winning sequence of“NEWS-NEWS” with one Joker at the first roll of the dice. The points forthe first part are determined as 3+3=6. Then, the points will be tripledfor the winning hand on the 1^(st) roll, which is 18 points. Last,doubling the points for the “all winds” attribute. Therefore, the scorefor the player is 36. However, the players are free to play with thescoring and make adjustments to the rules so long as players agree onthe adjustments.

[0082] After all the dice are rolled, the player may decide the order ofthe indicia of the dice in any way the player desires that results in aqualifying hand of playing marks in order to achieve a higher score forthe round of the game. For example, a player has selected six dice withthe display indicia of two “One Dot”, two “Two Dot” and two “Three Dot”so as to form two groups of “chow-chow” in step (c). Then, the player isable to roll the rest of the two dice to form a “pair” so as to form thequalifying hand of winning sequence of “chow-chow-pair”. Or, when thetwo dice are rolled to provide the “One Dot” and “Two Dot” of thedisplay indicia respectively, the player is able to arrange the winningsequence of “pung-pung-pair” constructed by three “One Dot”, three “TwoDot” and two “Three Dot”. Since the score of the winning sequence of“pung-pung-pair” is higher than the score of the winning sequence of“chow-chow-pair”, the player may smartly select the combination of thedisplay indicia to form the winning sequence with the highest scorepossible.

[0083] According to the preferred embodiment, there are eight dice 1, 2,3, 4, 5, 6, 7, and 8 to form the game set of the present invention. Asshown in FIG. 1, each die 1-8 has six faces 11-16, 21-26, 31-36, 41-46,51-56, 61-66, 71-76, and 81-86. Each die 1-8 has a mah-jongg symbolprovided on each face wherein the mah-jongg markings are represented as“One Dot” 87, “Two Dot” 88, “Three Dot” 89, “Green Dragon” 90, “RedDragon” 91, “Zero” (“White Dragon”) 92, “East Wind” 93, “South Wind” 94,“West Wind” 95, “North Wind” 96, “Flower” 97, and “Joker” 98respectively, as shown in FIG. 2.

[0084] The following description may represent the “One Dot” 87 as “1”,“Two Dot” 88 as “2”, “Three Dot” 89 as “3”, “Green Dragon” 90 as “G”,“Red Dragon” 91 as “R”, “Zero” (“White Dragon”) 92 as “0”, “East Wind”93 as “E”, “South Wind” 94 as “S”, “West Wind” 95 as “W”, “North Wind”96 as “N”, “Flower” 97 as “F”, and “Joker” 98 as “J”.

[0085] It is worth mentioning that the “One Dof” 87, “Two Dof” 88,“Three Dot” 89 are from only one of the three suits in the fullmah-jongg set. Any one of the three suits could be used on the dice. Thesuit of “Dots” is preferred due to its universality and accessibility,especially in regards to dice and dominoes. Clearly, the presentinvention applies equally well to any other marking and coloringconvention used to distinguish mah-jongg tiles.

[0086] The preferred embodiment of the eight dice 1-8 is intended to be“universal”. Elements of several forms (variants) of mah-jongg arereferenced and embodied in the markings, and are enabled in thearrangement of markings on the dice 1-8. Thus, in the preferredembodiment, there are Roman letters on the Wind tiles, 93-96, in orderto aid any Western players of the mah-jongg dice.

[0087] The following describes the essence of the mah-jongg dice: howeach of the mah-jongg symbols are arranged four times each on the eightcubical dice 1-8, a total of forty-eight sides, so that representationsof every important mahjongg hand (of several different forms ofmah-jongg) can be thrown.

[0088] In the preferred embodiment, eight dice 1-8 are marked withmah-jongg symbols as shown in FIG. 1. The size of the dice is relativelyunimportant, but it is preferred that the dice be no smaller than 16 mmon a side and no larger than 19 mm on a side. (Smaller than 16 mm, thesymbols would be harder to read and would look less attractive. Largerthan 19 mm, the dice would not fit well in the hand.) The mah-jonggsymbols are identified and referenced in FIG. 2.

[0089] According to the preferred embodiment, not only winds and dragonsbut also the first three numbers of the suit of Dots, as well as flowersand jokers, are used on the sides of the dice. Each die is markeddifferently from every other die in the set. Each symbol is used fourtimes, never more than once on a single die. Insofar as is possible, thetypes of symbols (for example, the dragons) should be distributed evenlyacross the eight dice 1-8. In the case of the wind symbols, there areexactly sixteen (a multiple of eight); so there are two wind symbols perdie in the preferred embodiment.

[0090] The symbols are arranged on eight six-sided dice according to thecriteria specified in the preceding description, as shown in FIG. 3 andin the following table 1. TABLE 1 Die 1 Die 2 Die 3 Die 4 Die 5 Die 6Die 7 Die 8 Side 1 1 2 3 0 G R 2 G Side 2 S S W W S E E S Side 3 W N N EN W N E Side 4 0 0 0 2 3 3 G 2 Side 5 R R G 3 1 1 R 1 Side 6 F J J F F JF J

[0091] This manner of distributing mah-jongg markings across the dice isunique. It is designed specifically to enable the user to throw up tofour of any one kind with the dice. The distribution of numbers, winds,and dragons further ensures that it is possible to throw “Pure” (allnumbers), “All Winds”, or “All Dragons”.

[0092] There are many ways in which the forty-eight sides can be markedaccording to these rules. The present invention covers this and theother possible distribution of markings that meet the above criteria.

[0093] For reference purposes, each side can be identified with atwo-digit number. For example, “11, 12, 13, 14, 15, 16” would referredto “die 1, side 1 through 6” (1, S, W, 0, R, and F respectively). Thesix sides of die 2 may be identified as 21-26; the die 3 as 31-36; andso on, as shown in following table 2. TABLE 2 Die 1 Die 2 Die 3 Die 4Die 5 Die 6 Die 7 Die 8 Side 1 11 21 31 41 51 61 71 81 Side 2 12 22 3242 52 62 72 82 Side 3 13 23 33 43 53 63 73 83 Side 4 14 24 34 44 54 6474 84 Side 5 15 25 35 45 55 65 75 85 Side 6 16 26 36 46 56 66 76 86

[0094] On every die, the mah-jongg symbols may be arbitrarilydistributed among the six sides of the die and may also be arbitrarilyoriented. It does not affect game play which symbol is right-side-up inrelation to another on a die. However, it is player-friendly to orientthe symbols in a consistent manner on the dice of the set, facilitatingstrategic analysis by the player. For example, the side 1 symbol couldbe placed on the bottom, and the remaining symbols could be placed inorder around the remaining sides. The invention applies regardless ofalternate arrangements and orientations of symbols on a die.

[0095]FIG. 1 depicts the eight dice 1-8 showing a random throw of thedice (as might occur in the course of a game played with the dice). InFIG. 1, sides 12, 26, 31, 45, 52, 64, 72, and 83 combine to make acomplete qualifying mah-jongg hand. Die # 1 2 3 4 5 6 7 8 Symbol S J 3 3S 3 E E Side # 12 26 31 45 52 64 72 83

[0096] In this example, the hand may be interpreted as either “Two Pungsand a Pair”, as “A Kong and two Pairs”, or as “Four Pairs”, depending onhow the joker is used, as shown below. The joker represents the EastWind: EJE 333 SS - two pungs and a pair The joker represents the SouthWind: SJS 333 EE - two pungs and a pair The joker represents the ThreeDot: J333 SS EE - a kong and two pairs The joker represents the ThreeDot: 33 3J SS EE - four pairs

[0097]FIG. 4 shows examples of mah-jongg hands enabled by the eight dice1-8 of the preferred embodiment, using jokers. For these examples, it isassumed that the flowers are used according to the modern Americanconvention (rather than according to Asian conventions or as jokers).

[0098] The following table 3 illustrates the winning sequences by usingjokers of the multiple dice rolling game with mah-jongg markingsaccording to the above preferred embodiment of the present invention.TABLE 3 Ex. Hand Description Breakdown 1 2 3 4 5 6 7 8 Die # 4A TwoKongs RRRJ 333J R R J 3 3 3 R J Symbol 15 25 36 45 54 64 75 86 Side # 4BTwo Pungs & a Pair WWW 22J 11 1 J W W 1 W 2 2 Die # 11 26 32 42 55 63 7184 Symbol 4C Pung, Chow, & Pair NNN 123 0J 1 N N 0 N 3 2 J Side # 11 2333 41 53 64 71 86 Die # 4D Two Chows & a Pair 123 1J3 FF F 2 3 3 1 1 F JSymbol 16 21 31 45 55 65 76 86 Side # 4E NEWS and Two Pairs NEWJ GG EE WJ G E N E G E Die # 13 26 35 43 53 62 74 83 Symbol 4F NEWS and a KongNEWS RRRJ R J N W S R R E Side # 15 26 33 42 52 61 75 93 Die # 4G A Kongand Two Pairs J333 GG FF F J G 3 3 3 F G Symbol 16 26 35 45 54 64 76 81Side #

[0099] In FIG. 4A, the player has thrown three Reds (sides 15, 25, and75), three Threes (sides 45, 54, and 64), and two Jokers (sides 6 ofdice 3 and dice 8). The player has the freedom to use the jokers in anyways he or she sees fit. This example hand could be interpreted as “TwoPungs and a Pair” (a pung of reds, a pung of threes, and pair ofanything) but may also be interpreted as “Two Kongs”.

[0100] In FIG. 4B, the topmost surfaces of the dice show three Wests(sides 32, 42, and 63), two Twos (sides 71 and 84), two Ones (sides 11and 55), and a Joker (side 6 of the remaining die 2). Here the joker isused as a two.

[0101] In FIG. 4C, the dice show three Norths, a natural Chow, a Zero(White Dragon), and a joker. Under mah-jongg rules, the only hand theplayer can legally make with this combination is pung, chow, and pair(using the joker as a white dragon).

[0102] In FIG. 4D, the dice show two Ones, a Two, two Threes, twoFlowers, and a Joker. The joker is used as a two. The player has freedomto make “four pairs” from this (a pair of ones, pair of twos, pair ofthrees, and pair of flowers), or to call it “two chows and a pair”.

[0103] In FIG. 4E, the dice show a North, three Easts, a West, twoGreens, and a Joker. The best way to use the joker in this example is asa South, to make “NEWS and Two Pairs”. (NEWS is “one of each wind” inWestern mah-jongg.)

[0104] In FIG. 4F, the dice show one of each wind, three Reds, and aJoker. The joker is used to represent a Red, making “NEWS and a Kong”.

[0105] In FIG. 4G, the dice show a joker, three Threes, two Greens, andtwo Flowers. The joker could be used as either a Three, a green, or aFlower. If the player needs or desires to score a Kong and Two Pairs,using the joker as a Three accomplishes the purpose.

[0106]FIG. 5 and the following table 4 show examples of mah-jongg handsenabled by the dice, without the aid of jokers. TABLE 4 Ex. HandDescription Breakdown 1 2 3 4 5 6 7 8 Die # 5A Two Pungs & a Pair GGGRRR 00 R 0 G 0 G R R G Symbol (“All Dragons” 15 24 35 41 51 61 75 81Side # 5B Pung, Chow, & Pair RRR 123 FF 1 R 3 F F R R 2 Die # 11 25 3146 56 61 75 84 Symbol 5C Two Chows & a Pair 123 123 22 1 2 3 2 1 3 2 2Side # (“Pure”) 11 21 31 44 55 64 71 84 Die # 6D NEWS and Two Pairs NEWS00 11 0 0 W E 1 1 N S Symbol 14 24 32 43 55 65 73 82 Side # 6E DoubleNEWS NEWS NEWS W S N W N E E S Die # 13 22 33 42 53 62 72 82 Symbol 6FEach Honor & a One NEWS 0GR 1 S 0 W E N 1 R G Side # (“Eight Unique”) 1224 32 43 53 65 75 81 Die # 6G Four Pairs EE 33 RR FF R R 3 3 F E F ESymbol 15 25 31 45 56 62 76 83 Side #

[0107] Inspection of FIG. 5A shows a jokerless “two pungs and a pair”hand. Three Reds are made using sides 15, 61, 75; three Greens are madeusing sides 35, 51, 81; the pair of Whites (“Zeroes”) is made usingsides 24 and 51. Since these symbols are all dragons, the player makingthis hand may earn extra score for “All Dragons”.

[0108]FIG. 5B shows a jokerless “pung, chow, pair” hand. Detailsregarding sides used to achieve this hand are given in the table 4.

[0109]FIG. 5C shows a jokerless “two chows and a pair” hand which is“pure” (being consisted of numbers only).

[0110]FIG. 5D shows a jokerless “NEWS and two pairs” hand.

[0111]FIG. 5E shows jokerless “Double NEWS” hand, which could also beinterpreted as “Four Pairs, All Winds.”

[0112]FIG. 5F shows a jokerless “Eight Unique” hand (one of each windand dragon, plus a One).

[0113]FIG. 5G shows a jokerless yet easy-to-achieve “Four Pairs” hand.

[0114] These are only a few examples of combinations that can be madewith the dice.

[0115] Alternative embodiments of the multiple dice rolling game of thepresent invention could be made with three variables: (1) the number ofdice in the set; (2) the number of sides per die; and (3) the selectionand arrangement of mah-jongg indicia on the sides of the dice.

[0116] According to the number of dice in the set of the firstalternative, the number of tiles in a mah-jongg set vary depending onwhich of twenty or so variants of mah-jongg are taken underconsideration. Japanese players use a set of 136 tiles. Assumingsix-sided dice, it would take 23 dice to represent all of the tiles in aJapanese set. At the other extreme is the modem Vietnamese variant ofmah-jongg, which uses a set of 178 tiles. It would take 30 cubical diceto represent all the tiles in the modern Vietnamese set. All other formsof mah-jongg fall in between these extremes. Even 23 dice is too many tocomfortably throw at once without aid of a bowl or bucket, so it ispreferred to utilize fewer dice.

[0117] The ideal or preferred mah-jongg game as played with dice (inorder to be in keeping with the most usual type of mah-jongg hand and tobe compatible with some special hands from several variants ofmah-jongg) would use a set of dice in which the number of dice in theset is determined by the following formula:

Number of dice=(n groups)+pair

[0118] where “n” is any whole number between 1 and 5 inclusive,“group”=3, and “pair”=2.

[0119] Therefore, the preferred set of dice comprises any of thefollowing numbers of dice:

[0120] (n=1)3+2=5 (as in poker)

[0121] (n=2)3+3+2=8 (as in Pon-Jong)

[0122] (n=3)3+3+3+2=11

[0123] (n=4)3+3+3+3+2=14 (as in most forms of mah-jongg)

[0124] (n=5)3+3+3+3+3+2=17 (as in Taiwanese /Filipino mah-jongg)

[0125] The present invention covers sets of other numbers of dicebetween five and seventeen; the above formula determines only thepreferred set sizes.

[0126] Given that most mah-jongg players define the usual complete, orqualifying hand as being comprised of fourteen tiles, it would seem mostlogical to make a dice game in which the player has fourteen dice. Thishas two disadvantages, however: the game play would still necessarilydiffer greatly from actual mah-jongg anyway (and would likely be harderto achieve a complete, or qualifying hand), and fourteen dice would betoo many to hold comfortably in the hand. The latter argument assumesthat the dice are large enough to enable attractive designs. It would ofcourse be possible to use a cup for throwing the dice, but it is moresatisfying to hold them in the hand.

[0127] Thus, the preferred embodiment of mah-jongg dice utilizes lessdice than fourteen. Still, it is worthwhile to consider alternativeembodiments using each of the five dice counts given by the formulaabove.

[0128] With five non-identical dice (using the precepts outlined herein,as opposed to using five identical “Wind indicators” sometimes includedwith mah-jongg sets), a reasonably satisfying kind of “mah-jongg poker”could be played. Five six-sided dice yield thirty sides which, dividedby four, permits the use of seven unique mah-jongg indicia (with twosides left over). The winds and dragons only might be used (no suit tilesymbols), and two jokers, as in the following table 5. TABLE 5 Five DiceDie 1 Die 2 Die 3 Die 4 Die 5 Side 1 E E E E W Side 2 S S S S N Side 3 WW W J J Side 4 N N N R R Side 5 G R R G G Side 6 0 0 G 0 0

[0129] With these five dice, the player can throw a hand comprising “onegroup and a pair” or possibly (in the case of the winds) “five of akind”. The result with five non-identical dice has a betterentertainment value than could be obtained by using five identical “windindicator” dice as mentioned previously.

[0130] With eight dice of the preferred embodiment, the player can throwhands comprising “two groups and a pair”, “two kongs”, or “four pairs”.This provides more flexibility and is more satisfying for the mah-jonggplayer than the “one group and a pair” attainable with five dice.Additionally, there is precedent for playing “mini-mah-jongg” with ahand of only eight tiles, as can be seen in Takamitsu Shimizu's onlinegame “Pon-Jong” (playable online athttp:/iwww.rinc.or.jp/˜tshimizu/mahiong/mahjong.html). Thus, eight dice(and a hand of “two groups and a pair” and the other possibilitiesafforded by eight dice) is the preferred embodiment.

[0131] The following illustrates an alternative arrangement of mah-jonggsymbols on eight dice, omitting the flower and joker markings(substituting different markings) such that the game will more nearlyresemble non-American forms of mah-jongg. Eight six-sided dice yieldforty-eight sides which, divided by four, permits the use of twelvedifferent mah-jongg symbols. One desirable way of arriving at twelvedifferent symbols is by using One through Nine of one suit, plus thethree different Dragons, as shown in table 6. TABLE 6 8 Dice Die 1 Die 2Die 3 Die 4 Die 5 Die 6 Die 7 Die 8 Side 1 9 3 6 1 2 4 1 R Side 2 1 4 72 3 5 3 G Side 3 2 5 8 R G 0 4 0 Side 4 3 6 9 G 0 R 6 2 Side 5 4 7 1 5 78 7 5 Side 6 R G 0 6 8 9 9 8

[0132] This alternative arrangement has two advantages and twodisadvantages when compared with the preferred embodiment. One advantageis that Asian player need not learn unfamiliar rules for the use offlowers and jokers. Another is that a greater number of chows(sequential runs) are enabled by this arrangement. One disadvantage,however, is that there are no Winds (thus eliminating some popularsymbols and hands). Another disadvantage is that the lack of wild tilesis likely to result in numerous non-winning plays, reducing theentertainment value of the dice. Thus this arrangement is not thepreferred embodiment.

[0133] While using eleven dice, “three groups and a pair” would becloser to actual mah-jongg than “two groups and a pair”. This handstructure is enabled by the use of eleven dice rather than eight. Thefollowing is an example of how mah-jongg symbols in table 7 could bearranged on eleven dice. Eleven six-sided dice yield sixty-six sideswhich, divided by four, permits the use of sixteen unique mah-jonggindicia (with two sides left over). TABLE 7 11 Dice Die 1 Die 2 Die 3Die 4 Die 5 Die 6 Die 7 Die 8 Die 9 Die 10 Die 11 Side 1 1 2 1 1 1 2 2 23 3 3 Side 2 3 4 4 4 4 5 5 5 6 6 6 Side 3 5 6 7 7 7 8 8 8 9 9 9 Side 4 78 G R 0 G R 0 G R 0 Side 5 9 E E E S R 0 G S E W Side 6 F/J F/J W N W SW N N S N

[0134] The arrangement shown above utilizes all the numbers in one suit(four each of “One” through “Nine”), plus all the dragons and winds. Thetwo remaining sides are adorned with flower or joker symbols.

[0135] This arrangement seems elegant upon first blush but one flaw isthat because Die 1 has no dragons or winds, the only way to make a handof “All Winds and Dragons” is by means of the joker. Other arrangementsare possible to remedy this flaw, of course.

[0136] When fourteen dice are used, “four groups and a pair” (enabled bya set of fourteen dice) would be most similar to actual mah-jongg (ofnon-Taiwanese/Filipino varieties). Fourteen six-sided dice yieldeighty-four sides which, divided by four, permits the use of twenty-oneunique mah-jongg indicia.

[0137] The following table 8 shows one desirable arrangement of symbolspossible on fourteen dice: TABLE 8 14 Die Die Die Die Die Die Die DieDie Die Die Die Die Die Dice 1 2 3 4 5 6 7 8 9 10 11 12 13 14 Side 1 1d2d 3d 4d 5d 6d 7d 8d 9d 9b 8b 7b 6b 5b Side 2 4b 3b 2b 1b 1d 2d 3d 4d 5d6d 7d 8d 9d 9b Side 3 8b 7b 6b 5b 4b 3b 2b 2d 3d 4d 5d 6d 7d 8d Side 49d 9b 8b 7b 6b 5b 4b 3b 2b 1b 1d 2d 3d 4d Side 5 5d 6d 7d 8d 9d 9b 8b 7b6b 5b 4b 3b 2b 1b Side 6 1b 0 G R 0 0 R G R 0 G R 0 1d

[0138] The requirement for twenty-one different symbols in thisembodiment permits the use of all the tiles of two suits (four each ofone through nine, times two) plus all the dragons.

[0139] It would also be possible to make a mah-jongg dice game -withseventeen dice. But if fourteen dice are too many for holding in thehand, seventeen is clearly too many. And only players of the Taiwaneseor Filipino varieties would find it necessary to have so many dice. Thusthis embodiment is not preferred.

[0140] Seventeen six-sided dice yield one hundred and two sides which,divided by four, allows the use of twenty-five unique symbols, with twosides left over.

[0141] The following table 9 illustrates the arrangement of symbols onseventeen dice. TABLE 9 17 Dice 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 1617 Side 1 Side 2 Side 3 Side 4 Side 5 F 0 G R 0 G R 0 G R 0 G R Side 6 EE E E S S S S W W W W N N N N F

[0142] The blank (unspecified) spaces in this table could be filled withthe numbered tile symbols of two suits (“Bams” and “Dots”, for example)in any manner, so long as no one number in one suit be shown on morethan one side of one die. It is also desirable to keep adjacent numbersin one suit from appearing on the same die, so as to enhance thepossibilities of obtaining chows (sequential runs of three). It may alsobe desirable to add a similar prohibition to identical numbers indifferent suits, depending on the combinations desired.

[0143] In addition to alternative numbers of dice in the set andalternative selections and arrangements of mah-jongg indicia on the dicein the set, another type of alternative embodiment is in the number ofsides per die. Cubical (six-sided) dice are preferred as has beendiscussed; the present invention also covers dice having more than sixsides.

[0144] In the view of the above preferred embodiment and itsalternatives, the present invention can be concluded to provide thefollowing advantages.

[0145] (1) The dice are marked with not only winds and dragons but alsoother mah-jongg symbols to provide a rich variety of kinds of mah-jongghands.

[0146] (2) The set of symbols on each die are not identical with the setof symbols on any other die. Therefore, a large number of possiblecombinations of the dice can be achieved by throwing the dice.

[0147] (3) The symbols of the dice are distributed so that when throwingthe dice, the set is capable of yielding every set of four die sidesmarked with the same mah-jongg symbol, that is four of a kind.

[0148] (4) The number of dice is such as to provide the traditionalmah-jongg hand format of “n groups and a pair”.

[0149] Although the description above contains many specificities, theseshould not be construed as limiting the scope of the invention but asmerely providing illustrations of some of the presently preferredembodiments of this invention. For example, the performance of themahjongg dice is independent of the specific symbols or method used toindicate mah-jongg attributes.

[0150] As another example, die sides marked with flowers and jokers maybear instead numeric and suit attribute markings or arbitrarypromotional material. Thus the scope of the invention should bedetermined by the appended claims and their legal equivalents, ratherthan by the examples given.

What is claimed is:
 1. A method of playing a multiple dice rolling game,comprising the steps of: (a) providing a set of dice each having apredetermined number of sides and a predetermined number of differentindica marked on said sides respectively; (b) rolling said dice by aplayer wherein said indicia on said side which is facing up of each ofsaid dice stands as a playing mark of said respective die; (c) selectingand setting aside at least one of said rolled dice as a playing diewhile said playing mark of said playing die is to be used to form aplaying hand and said other non-selected dice are used as game dice; (d)rolling said remaining dice by said player, when there is one or moreremaining dice, and selecting at least another die of said remainingdice to set aside, wherein said indicium on said side which is facing upof said another die stands as said playing mark of said another die; (e)repeating step (d) until all of said dice are selected and set aside;and (f) forming a complete set of dice with all of said playing dice,wherein said playing marks of said playing dice form said playing hand.2. The method, as recited in claim 1, wherein said playing hand furthercomprises a qualifying hand of at least two sets of predeterminedqualifying groups of said playing marks of said playing hand.
 3. Themethod, as recited in claim 2, further comprising a step of determininga winner of said game while at least two players play in said game,wherein the first player who forms said qualifying hands that match allof said qualifying hands predefined in a checklist respectively winssaid game.
 4. The method, as recited in claim 2, further comprising astep of determining a winner of said game while at least two playersplay in said game, wherein each type of said qualifying hands has apredetermined point value in such a manner that the first player whoachieves a predefined total point level by adding up all said points ofsaid qualifying hands wins said game.
 5. The method, as recited in claim2, further comprising a step of determining a winner of said game whileat least two players play in said game, wherein all players must formsaid qualifying hands that match all of said qualifying hands predefinedin a checklist respectively, and earn a set of predetermined points withrespect to each said qualifying hand, in such a manner that said playerwho achieves the highest points wins said game
 6. The method as recitedin claim 1 wherein in step (e), said player must roll said dice within anumber of rounds to form said playing hand, wherein said number ofrounds is equal to the number of dice used in said game.
 7. The methodas recited in claim 2 wherein in step (e), said player must roll saiddice within a number of rounds to form said playing hand, wherein saidnumber of rounds is equal to the number of dice used in said game. 8.The method as recited in claim 1 wherein in step (e), said player mustroll said dice within a number of rounds, wherein said number of roundis reached when each player is unable to form said qualifying hand. 9.The method as recited in claim 4 wherein in step (e), said player mustroll said dice within a number of rounds to form said playing hand,wherein said number of rounds is equal to the number of dice used insaid game.
 10. The method, as recited in claim 2, wherein saidarrangement of said representative marks of said qualifying hand isadapted to be selectively re-arranged that results in a valid qualifyinghand in order to achieve a higher point.
 11. The method, as recited inclaim 9, wherein said arrangement of said representative marks of saidqualifying hand is adapted to be selectively re-arranged that results ina valid qualifying hand in order to achieve a higher point.
 12. Themethod, as recited in claim 2, wherein one of said qualifying groupscomprises at least two said dice with two of the same kind of mahjonggsymbols.
 13. The method, as recited in claim 2, wherein one of saidqualifying groups comprises at least three said dice with three of thesame kind of mah-jongg symbols.
 14. The method, as recited in claim 2,wherein one of said qualifying groups comprises at least three said dicewith three mah-jongg symbols in sequence.
 15. The method, as recited inclaim 2, wherein one of said playing hands comprises at least four saiddice with four of the same kind of mah-jongg symbols.
 16. A set ofmultiple rolling game dice, comprising: at least five cubical dice eachhaving a predetermined number of sides and a predetermined number ofdifferent mah-jongg indicium marked on each of said sides respectively,wherein said mah-jongg symbols are represented as “One Dot”, “Two Dot”,“Three Dot”, “Green Dragon”, “Red Dragon”, “Zero” (“White Dragon”),“East Wind”, “South Wind”, “West Wind”, “North Wind”, “Flower” and“Joker”; wherein by rolling said dice, said mah-jongg indicium on afacing up side of each of said die is to be used to form a playing hand,such that by selecting and arranging said mah-jongg indicia to form atleast two qualifying groups to form a qualifying hand of all of saiddice.
 17. The set of multiple rolling game dice, as recited in claim 13,wherein one of said qualifying groups comprises at least two said dicewith two of the same kind of mah-jongg symbols.
 18. The set of multiplerolling game dice, as recited in claim 13, wherein one of saidqualifying groups comprises at least three said dice with three of thesame kind of mah-jongg symbols.
 19. The set of multiple rolling gamedice, as recited in claim 13, wherein one of said qualifying groupscomprises at least three said dice with three mah-jongg symbols insequence.
 20. The set of multiple rolling game dice, as recited in claim13, wherein one of said playing hands comprises at least four said dicewith four of the same kind of mah-jongg symbols.